selden wrote:A low value of Albedo can be used to eliminate the glow. I dunno if that'll do what you want, though. e.g.
Albedo 1e-32
Thanks for the tip; i??ll test...
- rthorvald
Cham wrote:With the latest CVS Celestia, here's Saturn and its ... moons or stars ?
chris wrote:The glare halos around planets and moons become a problem as the camera approaches these bodies and they transition from point sources to resolvable discs. For consistency, the glare halo should be applied to every point in the disc. In Cham's image, Saturn should be glowing brilliantly, and the interior of the disc should be washed out by the glare. But, nobody wants this [...]
chris wrote:I want to attempt to explain what's going on here . . .
First, the reason for adding glare halos is to give the appearance of brilliance to very bright objects. If you observe a light source in a dark room, you will observe that it appears to be surrounded by a glowing halo.
...
--Chris
selden wrote:I may be sounding like a broken record here, but I think that if glare is enabled (scaled disc mode), then it should be enabled for all bright objects, including washing out illuminated planetary and satellite surfaces. But I think that the user should be able to disable all glare (fuzzy star mode? = insert attenuation filter in viewing device or stop down aperture) in order to see surface features that otherwise would be invisible due to the blinding light.
I think that trying to satisfy both requirements (emulate illumination levels + be able to see dim features) at the same time is inappropriately unrealistic, both in appearance and in coding effort.
selden wrote:I may be sounding like a broken record here, but I think that if glare is enabled (scaled disc mode), then it should be enabled for all bright objects, including washing out illuminated planetary and satellite surfaces. But I think that the user should be able to disable all glare (fuzzy star mode? = insert attenuation filter in viewing device or stop down aperture) in order to see surface features that otherwise would be invisible due to the blinding light.
I think that trying to satisfy both requirements (emulate illumination levels + be able to see dim features) at the same time is inappropriately unrealistic, both in appearance and in coding effort.
t00fri wrote:chris wrote:I want to attempt to explain what's going on here . . .
First, the reason for adding glare halos is to give the appearance of brilliance to very bright objects. If you observe a light source in a dark room, you will observe that it appears to be surrounded by a glowing halo.
...
--Chris
In my experience these kind of halos mainly occur in case that people's eyeglasses are badly cleaned...
In short: the above image does NOT at all create an impression of excessive brightness, but rather of 'fog in the Universe'...That's precisely how the stars look through my 8 inch Celestron telescope if the humidity exceeds 80%
chris wrote:...
I agree that the glare needs to be changed . . . Are you saying that it should be omitted completely? Or for just some objects?
--Chris
t00fri wrote:Just to continue.
Chris,
you assumed particular behaviours of halo sizes, star core sizes, Gaussian width behaviour, clipping thresholds, .... when the star brightness increases.
None of these assumptions you did justify from a physics point of view. So what is the basis of your code? Without knowing this, it's really hard to form a concrete proposition for possible improvement.
Bye Fridger
chris wrote:t00fri wrote:Just to continue.
Chris,
you assumed particular behaviours of halo sizes, star core sizes, Gaussian width behaviour, clipping thresholds, .... when the star brightness increases.
None of these assumptions you did justify from a physics point of view. So what is the basis of your code? Without knowing this, it's really hard to form a concrete proposition for possible improvement.
Bye Fridger
I don't have time to write in much detail right now . . .
Clipping:
A saturation brightness is chosen (somewhat arbitrarily) and intensities above this value are clipped. It's that simple. Whatever detector you choose will have some finite response range.
Gaussian FWHM:
It's constant, because the aperture is currently assumed to be constant. As far as I know, that's physically correct.
Halo size:
I picked a value that I thought looked good. This could be improved.
Star core size:
It's different in the various star rendering modes. In scaled disc mode, a linear detector (CCD-like) is assumed. The size of the star grows as the Gaussian PSF scales with the star's brightness.
Point and 'fuzzy disc' stars:
A perfect detector is assumed with point stars, though glare halos are still used. With fuzzy disc stars, the size is constant, but greater than one pixel. This roughly simulates the logarithmic response of the human eye, though really, the size of the star should increase slightly with brightness.
--Chris
t00fri wrote:Chris,
further up, I have tried to analyse various aspects of star rendering as they appear from a physicist point of view. Notably I have tried to separate various device dependent phenomena from basic and perfectly well-understood behaviours in optics. You did not comment how your various implicit assumptions fit into such a generally accepted framework.
So are we now leaving our hitherto agreed assumption that anything we see in Celestia is to correspond to naked eye vision? Once you subscribe to CCD response characteristics, also the spectral response needs to be considerably enlarged.
Or are we supposed to consider your present star modeling rather independent of serious physics constraints, mainly determined by subjective judgement?
Cham wrote:I say : remove completely this glare attempt. It's really a bad effect. It doesn't feel realistic at all. We never see something like this on pictures.
chris wrote:Or are we supposed to consider your present star modeling rather independent of serious physics constraints, mainly determined by subjective judgement?
It's partly determined by physics, but there's also a subjective element to it, because adhering strictly to a physically based approach produces nonsensical looking results (at least without an HDR frame buffer.)
--Chris
Well, I agree with the last part completely, and I think that we should strive to be more rigorous when we move to HDR. And then the results from that work can be used to make more informed choices on rendering stars (and other objects) in the non-HDR paths.t00fri wrote:chris wrote:Or are we supposed to consider your present star modeling rather independent of serious physics constraints, mainly determined by subjective judgement?
It's partly determined by physics, but there's also a subjective element to it, because adhering strictly to a physically based approach produces nonsensical looking results (at least without an HDR frame buffer.)
--Chris
I am not at all convinced that this is a correct statement. I agree that with HDR frame buffers there is more opportunities for getting a really nice result, but if the underlying physics is incorrect, HDR doesn't help either.
Without HDR, one crucial issue would be how the ratio of core size to halo size is supposed to behave with increasing nominal star brightness.
You simply assumed something which you did not justify with physical arguments.
I could argue if this were a physics discussion and not a subjective one, that the halo should grow less strong while the core size should grow stronger than in your modelling. And so on...